A three-wool CtM, where you will use powerful classes, face deadly bosses, and topple an evil empire
In a land blighted by the dark rule of the Red Court of the Vampires, you and your allies have been sent to slay the masters of the Court. Duchess Esme, Duke von Albach, and King Mesith. All ancient and powerful vampires. But of course, you're not alone...
The Red Court is a three wool mini-map designed first and foremost for multiplayer, recommended for 2 or 3 players. As you explore the world and slay your foes you will of course get more and more powerful, and can level up in a unique class system never-before seen in a CtM. Become a Paladin, Ranger, or Cleric and master your art, or mix and match skills and combos with your allies. The Gods also aid your holy battle, placing powerful items throughout the land that can paralyze foes, grant you mastery of fire, and even summon the lightning itself. Of course, resistance will be heavy, and four boss fights with Vampire Lords will serve as the ultimate tests of skill. Are you ready?
Link Removed Note : Map is in open beta. Please report any bugs or issues either in this thread or via pm
Screenshots
The Shadow Waltz, where music and hedonistic cries echo through the grand halls
The Garden of Repose, the former resting place of great warriors, now made restless...
Archive of Lost Truths, where fire and zeal guard mysteries long since lost to mankind
A full-sized 16 wool Complete the Monument Map where every dungeon is 24x24x24 blocks!
Complete the Monument maps have come a long way over the years, getting more epic and longer over time. This map is an attempt to capture that epic feeling while keeping everything small and fast-paced, with everything from intersections to wool dungeons being in a 24 block cube. Adventure through deadly locations from the Perilous Pyramid to the Haunted Hedges, relax at the Calm Caves, and fill the Majestic Monument with wool from your conquests!
Difficulty : 7/10 - Difficult but doable for beginners, tricky enough for CtM veterans. Minecraft Version : 1.8.x - The map was made in 1.8.1, but any version of 1.8 should work. Estimated Playtime : 3 - 5 hours
Download
Release Version 1.0 for Minecraft 1.8.x
Link Removed
Screenshots
Intersection 3, a cold and frosty place with just a touch of comfort
Killer Karst, a limestone cave carved from jungle streams, filled with dangerous and exploding creatures
A mysterious crypt, lying somewhere you least expect
The archival room of the Lethal Laboratory, collecting exotic and mysterious artifacts
Minimalist Let's Plays
bRanN :
Team RAD
ElectricHamster
GeneralenS
starwebs1
StormyLaura
Legal Malarkey
Feel free to make and monetize videos or streams any and all maps posted in this thread. Do not rehost my maps or make money off them. If somehow downloading my map(s) messes up Minecraft or anything else, I am not liable because you probably did something else to mess it up and are blaming the last thing you downloaded. I'm probably cool with you remixing or editing my map and releasing it publicly as long as it's free, but ask first.
That's actually based on playtesting and its length surprised even me. While the map does indeed have a small footprint (6 by 19.5 chunks) it is also ridiculously dense with very, very little wasted space. Most playtest groups of 2 to 3 people took 4+ hours, and even my fastest solo test was only a little under 3, and that's with knowing the locations of everything.
Speedrunners will of course have a 10 minute time because what's what they do, and CtM veterans might pull it off a bit faster, but for the average player I think it's a fairly reasonable estimation. If you do a playthrough I'd love to hear your time; more data is always welcome
This is a neat concept, although I'm slightly concerned that it would simply lead to over clogging dungeons with mob spawners in an attempt to not have it just be a rush in and out.
I'll check it out sooner or later, and post a small review here.
I just sat down and played this map for about 45 minutes. In that time, I got the first three wool and established myself at the monument.
And I gotta say... It's fun. It's SO much fun. The fact that the areas are small makes for aesthetics that are very detailed due to you not having to cover a ton of ground. The gameplay seems fairly well done so far (I especially like the orange wool area) despite the limitations in area size, and you did a great job maximizing the space in each 24x24x24 cube. The magenta wool section especially left me surprised at just how expansive you were able to make the area. And it's creative. It's unlike any CTM map made prior to now that I'm aware of, and its originality makes playing it all the more worthwhile.
I'm done playing for today, but I'm definitely not going to drop this. As I'm playing, I'm not really focused on the gameplay balance as much as just enjoying myself, but if there's something I'd say could be changed, I think you should give out a little bit less lapis in the early stages of the map. It would make the player force to make more difficult decisions regarding enchants and prevent overpowered builds early on. As I'm about to head into the light blue wool area, due to a few lucky enchants, I now have an Efficiency IV, Unbreaking III iron pick and a Sharpness IV, Unbreaking III iron sword.
This is a neat concept, although I'm slightly concerned that it would simply lead to over clogging dungeons with mob spawners in an attempt to not have it just be a rush in and out.
Early versions did indeed unfortunately have too many spawners, but I think I've got it well balanced now thanks to a bunch of testers. I spent a lot of time making very non-linear and winding level designs so that the small dungeons feel quite a bit bigger than they are. You'd be surprised how much stuff you can actually fit in a 24 block cube. This allows very few spawners to give sufficient resistance but not overwhelm the player. And if the mobs do ever get to be overwhelming from moving slow and letting lots of spawners trigger, there is an emergency button at the start of the map that lets you clear all the mobs (and warps all the players to the start so you can't exploit it too much)
I just sat down and played this map for about 45 minutes. In that time, I got the first three wool and established myself at the monument.
And I gotta say... It's fun. It's SO much fun. The fact that the areas are small makes for aesthetics that are very detailed due to you not having to cover a ton of ground. The gameplay seems fairly well done so far (I especially like the orange wool area) despite the limitations in area size, and you did a great job maximizing the space in each 24x24x24 cube. The magenta wool section especially left me surprised at just how expansive you were able to make the area. And it's creative. It's unlike any CTM map made prior to now that I'm aware of, and its originality makes playing it all the more worthwhile.
I'm done playing for today, but I'm definitely not going to drop this. As I'm playing, I'm not really focused on the gameplay balance as much as just enjoying myself, but if there's something I'd say could be changed, I think you give out a little bit less lapis in the early stages of the map. It would make the player force to make more difficult decisions regarding enchants and prevent overpowered builds early on. As I'm about to head into the light blue wool area, due to a few lucky enchants, I now have an Efficiency IV, Unbreaking III iron pick and a Sharpness IV, Unbreaking III iron sword.
Whoo, that is an impressive sword. I'll absolutely look at the lapis distribution and see how to tweak that. I'm also really glad you're enjoying it, especially since both orange and magenta gave me loads of trouble design-wise. Glad to see that some of my decisions turned out okay and that you're having fun.
I just "completed" the map with only four deaths! (Two to the void, one to a swarm of monsters in one dungeon, and one to a bunch of Yetis. Darn Yetis...) And while I would write a review, I am probably going to wait until this map is out of beta and has most/all of it's problems fixed.
Considering the dungeon for the Black Wool seems to be broken.
I got the two souls I needed to open the portal to the Lunar Realm, and when I cleared out the spawners and got to the top, it said something along the lines of "This black crystal has held back Mulock's power," so I am pretty sure I am supposed to break it to start the fight. Did I not do something right, or might the redstone have broken down?
Overall though, this was a great map, especially considering you had to build within such small spaces, and while there are some obvious problems (monster overcrowding, for one), it's still an interesting, fun and challenging map!
Thanks for catching that, I'll post an updated version asap. Breaking the crystal was indeed supposed to do stuff.
edit: Alright, for those who've already started playing the map, there was a bit of redstone issue in the final dungeon. In the likely event that you don't want to start over, when you enter the last zone (first letters are LL) type the commands:
/setblock 39 52 35 air
/setblock 39 52 34 redstone_block
Really sorry about that, and for those of you who downloaded after this was posted, there shouldn't be a problem
About an hour in, and I've died once, but I've got all the way through gray wool.
Oh boy, this is good. Like, really good. And it's tough. Of course, it may not be tough for the right reasons, lots of mobs in one area tends to ramp things up a bit, but I'd already say this map is harder than Pantheon (at least, the new version, seriously why was everything nerfed). I'm playing in Normal, because this is a beta and you're balancing around that, so I figured feedback would be most helpful to you if I played in that difficulty (I basically never step out of Hard, so I'm playing way too recklessly (and it got me killed, stupid light grey wool dungeon and your dinner-zisteaus [you should totally call them that]).
Anyways, I guess I'll start with some bullet points? I won't remember everything if I wait, so I may as well do it now.
Starting Area
Nicely balanced, cave spiders are a pain but the Archane sword one-shots them, which makes this dungeon a metaphorical slice of cake. Very well designed, I have no complaints or suggestions.
White Wool (and the other area with all the coal)
Very nicely ramped up from the first dungeon, this map's difficulty curve is so smooth you could cut it with a butter knife.
Creepers. They make cramped areas a piece of cake, if you know how to use them. Large quantities can become massive payloads towards either you... or your enemies. If you're smart, it's the later. They really make this map quite fun, I'd say that any areas that seem overcrowded could use some creeper spawners (no I'm not kidding, but I don't mean a ton).
Coal area has some nice loot, and the blazes are challenging but not overwhelming. Zombies are total jerks in closed spaces, maybe consider removing or changing one or two spawners?
Orange Wool
Very nicely made, it is indeed quite shocking what you can do with a 24x24x24 area.
Two buckets? Really? I mean, you may as well have handed me full diamond gear and tossed me in a room of zombies at half a heart. Buckets can totally break a map, but seeing as how this one is structured... we'll see. I'll get back to you on this one.
Tons of chainmail armor. This is really great, it's not OP and it's not underpowered, and it's great for early level 30s. Speaking of which, I'm noticing the lapis count is low. I'm assuming this is on purpose, to make getting level 30 armor and tools a pain. It's a great way to limit enchanting, and punishes you if you die in a quite a refreshing way. I'm assuming you get a large deposit later, but this is a great feature.
Magenta Wool
Zombie count is really high, but you do hand out a smite 3 hoe and lava buckets, so it's not bad.
This place can get flooded really quickly, I don't know why but I had to build a safety tunnel back to the intersection just to get out. Huh.
Loot's really good, it makes getting through the area quite straightforward, and hands you refills incase you die.
Light Blue Wool
Water buckets + blazes = victory. Actually, water buckets in general are totally awesome. I nearly died twice in here, but water bucketed myself and lived on.
Blazes are super dangerous until you get fire resistance potions, but when you do... oh boy. One thing I'd recommend, and I'm not at this point yet, but if you do hand out fire resist potions, replace most future blaze spawners with flame bow skeletons. Even if you have fire resist, they still do base damage to you, and you can adjust that with power. Blazes have the benefit of flight and resistance to lava, but in a map like this that doesn't really matter, and the lava resistance is moot because water.
Yellow Wool
Ooh. Now this is new. Blindness in place of poison. I originally saw this and thought "Yay! No more poison!" but the blindness fits well with the area. Blindness in open areas is actually quite harmless, because you can pretty much run anywhere and be okay, but in a closed in maze... ouch.
The witches don't seem to want to throw harming potions, because their AI goes for poison first if you don't have it, and due to the fact that you will never get it, they just throw blindness at you, becoming harmless. Maybe replace some with cave spiders? They still toss slowness, so there's that.
Lime Wool
No comment, the area's fine.
Area that leads to I3 seems a bit... iffy. The ghasts don't have much room to spawn, and when they do they just start suffocating. Poor things (still not as badly hurt as my ears). Also the other button just giving you food might be a bit OP. I mean, I guess not, because it just saves on farming, but still.
Pink Wool
So we get fire resist soon, right?
Ugh, blazes are a pain. Water buckets and brute force got me through this (ender pearls and a good bow helped), but I can see this area being a serious issue to somebody. It's quite a bit tougher than Grey Wool, so maybe it should be toned down slightly (don't know how, it's really not a big deal anyways).
Grey Wool
I just jumped on top of the hedge maze, grabbed the loot from perfect safety, and ran into the bottom section. That was... easy.
The bottom bit's quite a bit tougher, I had to fight to stay alive in here. I basically ran in, cryboxed, and tore the communist government down from the inside out. Wait, no, that's not what I meant.
That's all I've got so far, I'm currently in Light Grey, and I've died once in there, but that's it for the whole map. I wouldn't say the map is too easy or too hard, but it's definitely a challenge. So far, I don't see any major issues, and the areas look fine aesthetically. Even in beta, I'd give the map (at least what I've seen of it) a solid 9/10.
Seriously, it's great, and I can't wait to finish it.
Wow, thanks for all the great feedback LULZ. Replying to some of the bullet points:
I do really wish I could give the upsidedown pigman better names, but the only way to have them be flipped is naming them "dinnerbone" or "grumm".
Coal : This area's pretty old actually, one of the first I made, so I haven't really done much balancing there. I'll strongly consider removing a zombie spawner or two.
Orange : That's a good point on the two buckets, I'll probably drop it to one just so the player has to work a bit at I1 to have both lava and water at once.
Light Blue Wool : When testing I'd basically try to make sure that it was doable (if hard) even without buckets and fire resist, so adding either will make the area quite a bit easier. If you're at Grey Wool though than potion brewing and fire resist is coming quite soon
Yellow : I always forget that witches have an actual potion algorithm instead of just randomly picking an offensive potion. Maybe I'll replace a spawner with skeletons or something to get some more damage in there
Nexus : Yeah... I'm considering completely redoing the Nexus, since it's either really brutal or really boring with no inbetween. I think the loot button will stay though, since it's basically saying - "Here's the minimum gear you'll need to survive I3", and when we did coop testing it was always funny to use it to fill your friends inventory with junk
Pink : So a nice trick with pink is to grab the 1:30 fire resist from orange before running in; if you move fast you'll have about a minute of fire resist left. But yeah, pink is absolutely the hardest of I2, there's a reason it gives lots of arrows.
Grey : A bit sad that you just went up and bypassed the hedge maze, but it's not surprising since there's absolutely no deterrent. Maybe I'll make the hedges a bit higher and put some kind of nasty surprise up there... *evil grin*
I had a blast playing this map (in a literal sense to a degree). The creeper head is in place of a second emerald block. I had maybe 3 or 4 emeralds left at the end and I didn't want to scour the map for more.
This map was so great I had to figure out my account information so that I could give my opinions on it. This was the first CTM I've fully played through in a long time; I can tell it was good because I, someone who is quit to abandon a map after dying and losing my stuff, persevered numerous times in order to complete it. This definitely took me over three hours, but I play slowly and (supposedly) thoroughly. I died maybe four or so times, and most of these deaths were to the void. I never learned my lesson:
The first void death was to a creeper knocking me off in the laboratory area, the second death was due to me placing a torch on gravel in the mines (I was so mad that time, since I thought that I had finally cleared the area, only to fall to my demise. Thankfully, I was smart enough to not mine the diamonds -- I thought they were traps), and the third death was in the penultimate area due to blindness. I didn't even realize that there was void under the water. I was furious at first since I thought that there was command block trickery at work to teleport me until I looked up and saw that I was, in fact, an idiot.
There were some potential imbalancing issues I spotted throughout my playthrough, but before that, I'd like to get to the parts I liked in the map. I'll probably add more things as I remember them.
Food. I feel like the food was very well balanced; there was no lack of it at all and I found myself not having to farm that much. I didn't find much higher quality food in the early game (and by late game I already had a good source of food) which is a good balance.
Scaling. Not much to say about this, I thought it was great aside from some nitpicks I have later. I never felt like an area was too easy or hard.
TNT. I love you for not using the kind that blows up when you punch it.
Custom Items. For the most part, these were cool and not too overpowered, although I feel like there were some issues (also the valkerie's feather or whatever it's called was the best for traveling between intersections and such).
Aesthetics. I've played through a lot of CTMs, most not all of the way. Yours has really fantastic detail and aesthetics, especially for such small areas. You certainly made it feel like I wasn't playing in a 24 block cube.
Here are my nitpicks (again, I'll add more as I think of them):
I feel like some of your custom armors did not work as they should. The burial shroud, for example, only gave half a heart when I equipped all of the armor, yet its stats seemed to suggest that it would give two hearts with all the armor. I noticed some items had multiplicative stats (e.g. + .5 speed or +30% attack), while others had additive (e.g. +4 health). I'm not sure if that was intended or not, and I have no idea how Minecraft handles it, I just figured I'd point it out.
There were two cases where I felt the spawners you put in were potentially overpowered. The first case, though debatable, is the zombie spawners in the very first area. Though the mobs they spawned were well balanced for a starting area, I was able to easily abuse them once I got to intersection one. I build a very rudimentary grinder and from then on I had free and quick exp. I know that spawners can always be used as grinders, but the zombies that spawned from these were killed easily by hand (it took me like two or three hits at most) and also provided blocks to be used early on (not blast resistant ones, but blocks nonetheless). I feel like grinders should at least require the player to devise some clever way of knocking down the health of mobs first, which I would say usually requires materials they don't have yet. Again, this case is debatable. The second case is the iron golem spawner. Perhaps you put it there so that players could get iron to begin with, considering that area is where I got my first iron, but I noticed that you were giving out iron tools and armor in chests later, so I figured that you may not have intended to provide players with an infinite supply of iron at that stage. Either way, with that spawner I was able to easily get full iron gear, which made the next few areas I took on much easier. In case you care, here are the two grinders I constructed.
I'm sorry I can only describe one specific area as of right now, but I feel like some areas could be "cheesed" with potions pretty easily. Given how accessible they became at the third intersection, I stocked myself with tons of potions, and so I found the end boss rather easy because of it. I just drank a strength II, regen I, and fire resist and put the handy health potions you gave out on my hotbar and ran and destroyed the spawners and then the mobs. I feel like this sort of applies to any non-void area; I found myself doing it a lot. There were some instances where the sheer volume of mobs prevented me from doing so, and so I would just go and conquer another area, come back, and quick rush in and out. Another instance I just remembered would be in the first nether area, where I was able to easily kill all of the blazes because they're totally neutered once you chug fire resist.
Your teleporter to the third intersection is not surrounded by bedrock in the monument area. If I wanted to speedrun your map, I would probably skip the first area entirely, get some wood and block away the first spider spawner, and then mine through the walls and run all the way to the monument area. Then I'd break the wall and take the teleporter, go to your nexus, and obtain infinite food, weapons, and torches. After that, the first intersection would be a lot easier and would go by a lot faster.
That said, you should probably nerf the "more magic" button. I notice that you hand out arrows and torches (and food) later on in the map, so why give them out for free infinitely beforehand? Maybe add a 1 to 5 minute cooldown using items? It's not too big of a deal, since the items given out are very basic, but still.
Lots of areas in your map can be made a lot easier by just a little bit of mining. It's rather easy to discover intended shortcuts (sometimes walls only one block thick are blocking your path). I believe you suggest against tunneling, and I don't know how you might deal with it, especially since there's such a small area. I'm not sure what you could do about it, other than use commmand blocks.
All said, I enjoyed this map a lot; make more ctm's if you have the time. It seems to be your forte.
Ok, so I guess I'm supposed to scour the map for the souls in Black Wool? I haven't a clue where they would be, so i'd really like some help.
Other than that, this map has been fantastic. Assuming I suffer no more deaths, I've died 6 times on Normal, and it's a very challenging map, but I think that due to the nature of it Hard may be near impossible unless you just chug Regen II pots all the time (Normal difficulty is already keeping me near 1 heart all the time, so i'd hate to see Hard). I really love all the areas in I4, they're incredible, really. There's a definitive jump in difficulty from Blue to Brown (although IMHO you should buff Green, the only room that gave me any grief was the wool room), and it's incredibly well balanced.
If you ever make a sequel, please let me know ASAP. You're one of the most promising mapmakers to show up to the CTM community since Fangride, and you've completely blown me away. Although, I think you should do a different gimmick for the sequel, you really make it work here, but two maps in one series with tiny areas would probably be slightly repetitive. I'd love to see you take a shot at even a normal size CTM, you show so much promise here and I'd hope this has been a great learning experience.
Ok, so I guess I'm supposed to scour the map for the souls in Black Wool?
You are correct about that.
Hint:
I assume you've made it all the way to where you need to pull the lever. There is a book in that shrine in a somewhat obvious location that will help you.
If you need more help, here are the locations about as precisely as I can describe:
The first item is in the mine adjacent to the place that I believe is the lime wool. The second is in the nursery-type place where the brown wool is located. Both aren't too hard to find.
Hope this is formatted okay; haven't used a forum system in a while.
I assume you've made it all the way to where you need to pull the lever. There is a book in that shrine in a somewhat obvious location that will help you.
If you need more help, here are the locations about as precisely as I can describe:
The first item is in the mine adjacent to the place that I believe is the lime wool. The second is in the nursery-type place where the brown wool is located. Both aren't too hard to find.
Hope this is formatted okay; haven't used a forum system in a while.
Thank you so much! I'll get this map done ASAP, it's really taken far longer than it should've.
Thanks omega1337 for all the feedback! Super glad you liked it, and here's my response to your comments:
I also hate primed TNT, and I like players to feel accomplished for noticing a trap instead of still blowing up even when they try to disarm it. And the Valkyrie's Feather was indeed put in because one of my alpha testers complained about walking, especially before I built the teleporter to I3
As for the custom armor, I'll have to double check that with the Burial Shroud. Speed I tend to do percent multiplier, but health and knockback resist typically additive, so yes, that was deliberate. In fact, knockback pretty much has to be additive since I think you have a base of 0
Steel showdown was indeed the iron resource area, just as Fueled Fissures was for coal and Gemstone Ghosts was for diamonds. I figured making an iron golem farm was more interesting then a big pile of iron and the wrestling matchesque theme amused me too much not to use it =)
I may have given out a few too many potions. I'll probably cut a few chests down a bit, and LULZ180 also mentioned replacing some late-game blaze spawners with skeles or something similar, which I'll probably do to nerf fire resist a bit.
The teleporter actually doesn't exist until you warp back to it from Intersection 3 (unless I seriously messed up this release too). If you noticed, it took about a second to teleport from I3, that's because it's using a clone command to put the return teleport in. If you break that sandstone open before that it's an obsidian cube with a sign saying "Future Teleport Location"
The intent of the more magic button was definitely to cut down on grinding, and I gave out more torches and such later on more for convenience. I really like the cooldown idea though, and I'll probably try to impliment that.
Tunneling has and always will be the bane of this map. I try to mitigate it the best I can using environmental cues and other tricks (ie: giving a chest of logs at the start of the tree area to decrease the odds of the player just hacking through), but there's only so much I can do. Although, many of the I3 and I4 areas do indeed have some bedrock to mitigate that.
I'll post a more detailed "final thoughts" later, but my only real complaint is that the final fight was a bit anticlimactic. Other than that, it was an incredibly solid CTM map, and I can't wait to see more.
Great map, and I really loved the concept. There are maybe a couple a small things that need fixing (see below), but the map is in beta, so it's understandable.
Bugs:
1) One area (I forget the name) was supposed to change the witch posion effect to blindness. Nope, that didn't happen. Not sure if that made it easier or harder.
2) I got to the final area before finding one of the souls, so was unsure where to go. Had a look at the redstone in a copy of the map and found a helpful book, but I hadn't actually come across it in the area itself. Either it was too well hidden, got blown up by creepers, or I'm a derp.
In a land blighted by the dark rule of the Red Court of the Vampires, you and your allies have been sent to slay the masters of the Court. Duchess Esme, Duke von Albach, and King Mesith. All ancient and powerful vampires. But of course, you're not alone...
The Red Court is a three wool mini-map designed first and foremost for multiplayer, recommended for 2 or 3 players. As you explore the world and slay your foes you will of course get more and more powerful, and can level up in a unique class system never-before seen in a CtM. Become a Paladin, Ranger, or Cleric and master your art, or mix and match skills and combos with your allies. The Gods also aid your holy battle, placing powerful items throughout the land that can paralyze foes, grant you mastery of fire, and even summon the lightning itself. Of course, resistance will be heavy, and four boss fights with Vampire Lords will serve as the ultimate tests of skill. Are you ready?
Difficulty : 8/10 - Recommended for 2+ experienced CtM players
Minecraft Version : 1.9.4
Estimated Playtime : 4 - 8 hours
Download
Open Beta v1.0 for Minecraft 1.9.4
Link Removed
Note : Map is in open beta. Please report any bugs or issues either in this thread or via pm
Screenshots
The Garden of Repose, the former resting place of great warriors, now made restless...
Archive of Lost Truths, where fire and zeal guard mysteries long since lost to mankind
Complete the Monument maps have come a long way over the years, getting more epic and longer over time. This map is an attempt to capture that epic feeling while keeping everything small and fast-paced, with everything from intersections to wool dungeons being in a 24 block cube. Adventure through deadly locations from the Perilous Pyramid to the Haunted Hedges, relax at the Calm Caves, and fill the Majestic Monument with wool from your conquests!
Difficulty : 7/10 - Difficult but doable for beginners, tricky enough for CtM veterans.
Minecraft Version : 1.8.x - The map was made in 1.8.1, but any version of 1.8 should work.
Estimated Playtime : 3 - 5 hours
Download
Release Version 1.0 for Minecraft 1.8.x
Link Removed
Screenshots
Killer Karst, a limestone cave carved from jungle streams, filled with dangerous and exploding creatures
A mysterious crypt, lying somewhere you least expect
The archival room of the Lethal Laboratory, collecting exotic and mysterious artifacts
Minimalist Let's Plays
bRanN :
Team RAD
ElectricHamster
GeneralenS
starwebs1
StormyLaura
Legal Malarkey
So how do you figure 3-5 hours of gameplay from an area in total smaller than, say, Kaizo Cavern's Cavern of Sky?
I'm a pixel artist who makes pixel things and maps! I also do line art occasionally.
I have two work in progress resource packs!
This is the second one!
And of course, by "work-in-progress" I mean "will never, ever be completed".
That's actually based on playtesting and its length surprised even me. While the map does indeed have a small footprint (6 by 19.5 chunks) it is also ridiculously dense with very, very little wasted space. Most playtest groups of 2 to 3 people took 4+ hours, and even my fastest solo test was only a little under 3, and that's with knowing the locations of everything.
Speedrunners will of course have a 10 minute time because what's what they do, and CtM veterans might pull it off a bit faster, but for the average player I think it's a fairly reasonable estimation. If you do a playthrough I'd love to hear your time; more data is always welcome
Okay, then. I'm going with Wayward Wonders for now, but I'll probably play this afterwards.
I'm a pixel artist who makes pixel things and maps! I also do line art occasionally.
I have two work in progress resource packs!
This is the second one!
And of course, by "work-in-progress" I mean "will never, ever be completed".
This is a neat concept, although I'm slightly concerned that it would simply lead to over clogging dungeons with mob spawners in an attempt to not have it just be a rush in and out.
I'll check it out sooner or later, and post a small review here.
I just sat down and played this map for about 45 minutes. In that time, I got the first three wool and established myself at the monument.
And I gotta say... It's fun. It's SO much fun. The fact that the areas are small makes for aesthetics that are very detailed due to you not having to cover a ton of ground. The gameplay seems fairly well done so far (I especially like the orange wool area) despite the limitations in area size, and you did a great job maximizing the space in each 24x24x24 cube. The magenta wool section especially left me surprised at just how expansive you were able to make the area. And it's creative. It's unlike any CTM map made prior to now that I'm aware of, and its originality makes playing it all the more worthwhile.
I'm done playing for today, but I'm definitely not going to drop this. As I'm playing, I'm not really focused on the gameplay balance as much as just enjoying myself, but if there's something I'd say could be changed, I think you should give out a little bit less lapis in the early stages of the map. It would make the player force to make more difficult decisions regarding enchants and prevent overpowered builds early on. As I'm about to head into the light blue wool area, due to a few lucky enchants, I now have an Efficiency IV, Unbreaking III iron pick and a Sharpness IV, Unbreaking III iron sword.
Early versions did indeed unfortunately have too many spawners, but I think I've got it well balanced now thanks to a bunch of testers. I spent a lot of time making very non-linear and winding level designs so that the small dungeons feel quite a bit bigger than they are. You'd be surprised how much stuff you can actually fit in a 24 block cube. This allows very few spawners to give sufficient resistance but not overwhelm the player. And if the mobs do ever get to be overwhelming from moving slow and letting lots of spawners trigger, there is an emergency button at the start of the map that lets you clear all the mobs (and warps all the players to the start so you can't exploit it too much)
Whoo, that is an impressive sword. I'll absolutely look at the lapis distribution and see how to tweak that. I'm also really glad you're enjoying it, especially since both orange and magenta gave me loads of trouble design-wise. Glad to see that some of my decisions turned out okay and that you're having fun.
I just "completed" the map with only four deaths! (Two to the void, one to a swarm of monsters in one dungeon, and one to a bunch of Yetis. Darn Yetis...) And while I would write a review, I am probably going to wait until this map is out of beta and has most/all of it's problems fixed.
Considering the dungeon for the Black Wool seems to be broken.
I got the two souls I needed to open the portal to the Lunar Realm, and when I cleared out the spawners and got to the top, it said something along the lines of "This black crystal has held back Mulock's power," so I am pretty sure I am supposed to break it to start the fight. Did I not do something right, or might the redstone have broken down?
Overall though, this was a great map, especially considering you had to build within such small spaces, and while there are some obvious problems (monster overcrowding, for one), it's still an interesting, fun and challenging map!
Thanks for catching that, I'll post an updated version asap. Breaking the crystal was indeed supposed to do stuff.
edit: Alright, for those who've already started playing the map, there was a bit of redstone issue in the final dungeon. In the likely event that you don't want to start over, when you enter the last zone (first letters are LL) type the commands:
/setblock 39 52 35 air
/setblock 39 52 34 redstone_block
Really sorry about that, and for those of you who downloaded after this was posted, there shouldn't be a problem
Oh boy, this is good. Like, really good. And it's tough. Of course, it may not be tough for the right reasons, lots of mobs in one area tends to ramp things up a bit, but I'd already say this map is harder than Pantheon (at least, the new version, seriously why was everything nerfed). I'm playing in Normal, because this is a beta and you're balancing around that, so I figured feedback would be most helpful to you if I played in that difficulty (I basically never step out of Hard, so I'm playing way too recklessly (and it got me killed, stupid light grey wool dungeon and your dinner-zisteaus [you should totally call them that]).
Anyways, I guess I'll start with some bullet points? I won't remember everything if I wait, so I may as well do it now.
Starting Area
Seriously, it's great, and I can't wait to finish it.
Wow, thanks for all the great feedback LULZ. Replying to some of the bullet points:
I do really wish I could give the upsidedown pigman better names, but the only way to have them be flipped is naming them "dinnerbone" or "grumm".
Coal : This area's pretty old actually, one of the first I made, so I haven't really done much balancing there. I'll strongly consider removing a zombie spawner or two.
Orange : That's a good point on the two buckets, I'll probably drop it to one just so the player has to work a bit at I1 to have both lava and water at once.
Light Blue Wool : When testing I'd basically try to make sure that it was doable (if hard) even without buckets and fire resist, so adding either will make the area quite a bit easier. If you're at Grey Wool though than potion brewing and fire resist is coming quite soon
Yellow : I always forget that witches have an actual potion algorithm instead of just randomly picking an offensive potion. Maybe I'll replace a spawner with skeletons or something to get some more damage in there
Nexus : Yeah... I'm considering completely redoing the Nexus, since it's either really brutal or really boring with no inbetween. I think the loot button will stay though, since it's basically saying - "Here's the minimum gear you'll need to survive I3", and when we did coop testing it was always funny to use it to fill your friends inventory with junk
Pink : So a nice trick with pink is to grab the 1:30 fire resist from orange before running in; if you move fast you'll have about a minute of fire resist left. But yeah, pink is absolutely the hardest of I2, there's a reason it gives lots of arrows.
Grey : A bit sad that you just went up and bypassed the hedge maze, but it's not surprising since there's absolutely no deterrent. Maybe I'll make the hedges a bit higher and put some kind of nasty surprise up there... *evil grin*
I had a blast playing this map (in a literal sense to a degree). The creeper head is in place of a second emerald block. I had maybe 3 or 4 emeralds left at the end and I didn't want to scour the map for more.
This map was so great I had to figure out my account information so that I could give my opinions on it. This was the first CTM I've fully played through in a long time; I can tell it was good because I, someone who is quit to abandon a map after dying and losing my stuff, persevered numerous times in order to complete it. This definitely took me over three hours, but I play slowly and (supposedly) thoroughly. I died maybe four or so times, and most of these deaths were to the void. I never learned my lesson:
The first void death was to a creeper knocking me off in the laboratory area, the second death was due to me placing a torch on gravel in the mines (I was so mad that time, since I thought that I had finally cleared the area, only to fall to my demise. Thankfully, I was smart enough to not mine the diamonds -- I thought they were traps), and the third death was in the penultimate area due to blindness. I didn't even realize that there was void under the water. I was furious at first since I thought that there was command block trickery at work to teleport me until I looked up and saw that I was, in fact, an idiot.
There were some potential imbalancing issues I spotted throughout my playthrough, but before that, I'd like to get to the parts I liked in the map. I'll probably add more things as I remember them.
Here are my nitpicks (again, I'll add more as I think of them):
All said, I enjoyed this map a lot; make more ctm's if you have the time. It seems to be your forte.
Other than that, this map has been fantastic. Assuming I suffer no more deaths, I've died 6 times on Normal, and it's a very challenging map, but I think that due to the nature of it Hard may be near impossible unless you just chug Regen II pots all the time (Normal difficulty is already keeping me near 1 heart all the time, so i'd hate to see Hard). I really love all the areas in I4, they're incredible, really. There's a definitive jump in difficulty from Blue to Brown (although IMHO you should buff Green, the only room that gave me any grief was the wool room), and it's incredibly well balanced.
If you ever make a sequel, please let me know ASAP. You're one of the most promising mapmakers to show up to the CTM community since Fangride, and you've completely blown me away. Although, I think you should do a different gimmick for the sequel, you really make it work here, but two maps in one series with tiny areas would probably be slightly repetitive. I'd love to see you take a shot at even a normal size CTM, you show so much promise here and I'd hope this has been a great learning experience.
You are correct about that.
Hint:
I assume you've made it all the way to where you need to pull the lever. There is a book in that shrine in a somewhat obvious location that will help you.
If you need more help, here are the locations about as precisely as I can describe:
The first item is in the mine adjacent to the place that I believe is the lime wool. The second is in the nursery-type place where the brown wool is located. Both aren't too hard to find.
Hope this is formatted okay; haven't used a forum system in a while.
Thank you so much! I'll get this map done ASAP, it's really taken far longer than it should've.
Thanks omega1337 for all the feedback! Super glad you liked it, and here's my response to your comments:
As for the custom armor, I'll have to double check that with the Burial Shroud. Speed I tend to do percent multiplier, but health and knockback resist typically additive, so yes, that was deliberate. In fact, knockback pretty much has to be additive since I think you have a base of 0
Steel showdown was indeed the iron resource area, just as Fueled Fissures was for coal and Gemstone Ghosts was for diamonds. I figured making an iron golem farm was more interesting then a big pile of iron and the wrestling matchesque theme amused me too much not to use it =)
I may have given out a few too many potions. I'll probably cut a few chests down a bit, and LULZ180 also mentioned replacing some late-game blaze spawners with skeles or something similar, which I'll probably do to nerf fire resist a bit.
The teleporter actually doesn't exist until you warp back to it from Intersection 3 (unless I seriously messed up this release too). If you noticed, it took about a second to teleport from I3, that's because it's using a clone command to put the return teleport in. If you break that sandstone open before that it's an obsidian cube with a sign saying "Future Teleport Location"
The intent of the more magic button was definitely to cut down on grinding, and I gave out more torches and such later on more for convenience. I really like the cooldown idea though, and I'll probably try to impliment that.
Tunneling has and always will be the bane of this map. I try to mitigate it the best I can using environmental cues and other tricks (ie: giving a chest of logs at the start of the tree area to decrease the odds of the player just hacking through), but there's only so much I can do. Although, many of the I3 and I4 areas do indeed have some bedrock to mitigate that.
Thanks again for all your thoughts
Oh boy, that was fun.
"Minimalist" Complete!!!
Deaths: 5
Version: 1.8.1
Difficulty: Normal
Objectives: All of them, dummy.
I'll post a more detailed "final thoughts" later, but my only real complaint is that the final fight was a bit anticlimactic. Other than that, it was an incredibly solid CTM map, and I can't wait to see more.
We still haven't finished the map, because we keep hittting delays in scheduling and my friends are idiots who couldn't beat Vech's Super Docile map.
I'm a pixel artist who makes pixel things and maps! I also do line art occasionally.
I have two work in progress resource packs!
This is the second one!
And of course, by "work-in-progress" I mean "will never, ever be completed".
Great map, and I really loved the concept. There are maybe a couple a small things that need fixing (see below), but the map is in beta, so it's understandable.
Bugs: